Ranger: Difference between revisions

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=Ranger=
=General=
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==General==
[[File:Ranger.jpg]]
[[File:Ranger.jpg]]


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'''Alignment:''' Any  
'''Alignment:''' Any  


'''Hit Die:''' d10
'''Hit Points:''' 10+CON per level


'''Proficiencies:''' Armor (Light, Medium), Shields, Weapon (Simple, Martial)
'''Proficiencies:''' Armor (Light, Medium), Shields, Weapon (Simple, Martial)
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'''Save Progression:''' Fort High, Will Low, Ref Low
'''Save Progression:''' Fort High, Will Low, Ref Low


'''Attack Bonus:''' +1/level  
'''Attack Bonus:''' +1/level
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==Spellcasting==  
'''NB''': The 1st level feat '''Dual-Wield''' now gives the effects of Magic Weapon, Flame Weapon, Darkfire, Poison and Alchemist's Fire duplicated to off-hand weapon when cast on your main weapon
 
=Spellcasting=  
Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.
Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.
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==Animal Companions==  
=Animal Companions=  
EFU uses a more dynamic animal companion system where you have to find the companion yourself in the wilderness.
EFU uses a more dynamic animal companion system where you have to find the companion yourself in the wilderness. As a feature, the death of your Animal Companion is no longer permanent. Instead, you will be prevented from summoning it until the next reset.


A Player Tool called Train Companion is available at the time your ranger or druid receive the Summon Animal Companion feat. By targeting an animal empathized creature, you learn if the animal can be trained as a companion, if you have enough levels (druid and ranger levels) to train the animal, the XP cost of doing so, whether it will replace your old animal companion and ask you to confirm. Repeatedly targeting the animal with the player tool will then turn the animal into your new animal companion.
A Player Tool called Train Companion is available at the time your ranger or druid receive the Summon Animal Companion feat. By targeting an animal empathized creature, you learn if the animal can be trained as a companion, if you have enough levels (druid and ranger levels) to train the animal, the XP cost of doing so, whether it will replace your old animal companion and ask you to confirm. Repeatedly targeting the animal with the player tool will then turn the animal into your new animal companion.


Use of the Summon Animal Companion feat will call upon the trained animal companion. However, if the animal companion dies it is dead for good and you will have to train a new animal. There is no XP cost for the animal dying.
Use of the Summon Animal Companion feat will call upon the trained animal companion. However, if the Animal Companion dies you will be unable to summon the Animal Companion until the next reset, regardless of resting. There is no XP cost for the animal dying.


You can name your animal companion through the voice command:
You can name your animal companion through the voice command:
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     /v a      <i>Speaks through your companion.  You do not actually speak through your companion, but you can make it say things such as "Growls".  Type /v a "Growls".</i>
     /v a      <i>Speaks through your companion.  You do not actually speak through your companion, but you can make it say things such as "Growls".  Type /v a "Growls".</i>


----
 
==Divine Wands==  
=Divine Wands=  
Rangers are able to use wands crafted by divine spell-casters.
Rangers are able to use wands crafted by divine spell-casters.
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==Favored Enemy==  
=Favored Enemy=  
The attack bonus against Favored Enemies has been changed to +1/3 Ranger levels (from +1/2 lvls).
The attack bonus against Favored Enemies has been changed to +1/3 Ranger levels (from +1/2 lvls).


Like many classes in EFU Rangers have a number of perks to choose from which grant some minor combat advantages. However unlike most classes the perks Rangers receive are based on which favored enemies they select at 1, 5 and 10.
Like many classes in EFU Rangers have a number of perks to choose from which grant some minor combat advantages. However unlike most classes the perks Rangers receive are based on which favored enemies they select at 1, 5 and 10.


===Favored Enemy Perks===
==Favored Enemy Perks==
All of the ranger bonuses below kick in only with minimum six ranger levels:


====Aberration====
*Access these simply by choosing the matching Favored Enemy feat.
*Multiclassing is possible, PRCs, etc., so long as you have six ranger levels. Otherwise you will only benefit from the +1 AB/3 levels, and default ranger bonuses.
*Additional changes are likely in the future, though please refrain from making knee jerk, fussy suggestions.
*Any ambiguity should be found out in game.


+1 Will.
All of the ranger bonuses below kick in only with minimum six ranger levels:
 
+2 Concentration and Heal.
 
+2 Hide, +2 Move Silently, +1 AB, +1 AC, while within the Lowerdark.
 
====Animal====
 
+2 Animal Empathy, Disable Trap, and Set Trap.
 
Random generated trap each rest.
 
====Beast====
 
+1 additional AB and damage VS magical beasts.
 
2/- DR slashing.
 
Awaken bonus to Animal Companion.
 
====Construct====
 
2/- DR bludgeoning.
 
+1 electrical damage vs constructs.
 
+2 Search, +2 Spot, +1 AC, +1 AB, while within the Machine.
 
====Dragon====
 
+4 dodge AC vs Dragons.
 
+1 additional AB and Damage VS reptilians.
 
+5% Physical damage immunity.


Immunity: Fear.
===Aberration===
*+1 Will.
*+2 Concentration and Heal.
===Animal===
*+2 Animal Empathy, Disable Trap, and Set Trap.
*Random generated trap each rest.
===Beast===
*+1 additional AB and damage VS magical beasts.
*2/- DR slashing.
*Awaken bonus to Animal Companion.
===Construct===
*2/- DR bludgeoning.
*+1 electrical damage vs constructs.
===Dragon===
*+4 dodge AC vs Dragons.
*+1 additional AB and Damage VS reptilians.
*+5% Physical damage immunity.
*Immunity: Fear.
===Dwarf===
*+1 non-magical AB VS Lawful.
*+2 Appraise and Search.
*Plunder: Enemies slain may yield a few gold pieces.
*Retrieve a flesh trophy from slain PC dwarves.
===Elemental===
*10% Elemental Immunity. (acid, cold, electrical and fire)
*+1 random elemental damage (acid, cold, electrical or fire) each rest/reset.
===Elf===
*Immunity: Sleep.
*+1 additional AB and damage VS half-elves.
*+2 Listen and Spot.
*Retrieve a flesh trophy from slain PC elves.
===Fey===
*+2 VS mind affecting.
*7% concealment.
===Giant===
*+4 Discipline
*+4 dodge AC against giants. (if not dwarf or gnome)
*Dwarves and gnomes with FE: Giant gain +1 additional AB and damage VS giants.
===Gnome===
*Spell Immunity: Color Spray.
*Spell Immunity: Tasha's Hideous Laughter.
*Retrieve a flesh trophy from slain PC gnomes.
===Goblinoid===
*Bonus Feat: Cleave.
*Retrieve a flesh trophy from slain PC goblins.
===Half-elf===
*+1 additional AB and damage VS elves.
*+1 additional AB and damage VS humans.
*+2 Bluff, +2 Persuade.
*Retrieve a flesh trophy from slain PC half-elfs.
===Half-orc===
*+1 additional AB and damage VS humans.
*+1 additional AB and damage VS orcs.
*+2 Intimidate, +2 Taunt.
*Retrieve a flesh trophy from slain PC half-orcs.
===Halfling===
*+1 AC vs halflings.
*+1d4 bludgeoning VS halflings.
*+2 Spot and Listen VS halflings.
*Retrieve a flesh trophy from slain PC halflings.
===Human===
*Gain access to Examine Mark player tool.
*Retrieve a flesh trophy from slain PC humans.
===Magical Beast===
*+1 additional AB and damage VS beasts.
*+1 VS Spells (if not dwarf).
*+3 Lore and +2 Spellcraft.
===Monstrous Humanoid===
*5% Physical damage immunity.
*+5% Movement speed added to wilderness speed (creating a total of 15% instead of 10%).
*+1 Fortitude.
===Orc===
*+1 additional AB and damage VS half-orcs.
*5/- DR fire.
===Outsider===
*Protection from alignment benefits against all Outsiders.
*1/day Dismissal (7).
===Reptilian===
*+1 additional AB and damage VS dragons.
*Use Poison feat.
*+4 VS poison.
*+4 VS traps.
*Retrieve a flesh trophy from slain PC kobolds.
===Shapechanger===
*Immunity: Disease.
*Drawn blood has a chance of revealing lycanthropic nature of other PCs, both natural and infected.
*+2 spot and listen.
*An additional +2 spot and listen against shapechangers.
*+2 dodge AC vs shapechangers.
===Undead===
*10% negative energy immunity.
*+2 VS death and negative energy.
*+1 Divine damage VS undead.
===Vermin===
*+4 vs poison.
*+1 Reflex.
*Spell Immunity: Web.
*+2 Listen, +2 Spot, +1 AB, +1 AC, while within the Sewers.


====Dwarf====
=Natural Swiftness=  
 
+1 non-magical AB VS Lawful.
 
+2 Appraise and Search.
 
Plunder: Enemies slain may yield a few gold pieces.
 
Retrieve a flesh trophy from slain PC dwarves.
 
====Elemental====
 
10% Elemental Immunity. (acid, cold, electrical and fire)
 
+1 random elemental damage (acid, cold, electrical or fire) each rest/reset.
 
====Elf====
 
Immunity: Sleep.
 
+1 additional AB and damage VS half-elves.
 
+2 Listen and Spot.
 
Retrieve a flesh trophy from slain PC elves.
 
====Fey====
 
+2 VS mind affecting.
 
7% concealment.
 
====Giant====
 
+4 Discipline.
 
+4 dodge AC against giants. (if not dwarf or gnome)
 
Dwarves and gnomes with FE: Giant gain +1 additional AB and damage VS giants.
 
====Gnome====
 
Spell Immunity: Color Spray.
 
Spell Immunity: Tasha's Hideous Laughter.
 
Retrieve a flesh trophy from slain PC gnomes.
 
====Goblinoid====
 
Bonus Feat: Cleave.
 
Retrieve a flesh trophy from slain PC goblins.
 
====Half-elf====
 
+1 additional AB and damage VS elves.
 
+1 additional AB and damage VS humans.
 
+2 Bluff, +2 Persuade.
 
Retrieve a flesh trophy from slain PC half-elfs.
 
====Half-orc====
 
+1 additional AB and damage VS humans.
 
+1 additional AB and damage VS orcs.
 
+2 Intimidate, +2 Taunt.
 
Retrieve a flesh trophy from slain PC half-orcs.
 
====Halfling====
 
+1 AC vs halflings.
 
+1d4 bludgeoning VS halflings.
 
+2 Spot and Listen VS halflings.
 
Retrieve a flesh trophy from slain PC halflings.
 
====Human====
 
Gain access to Examine Mark player tool.
 
Retrieve a flesh trophy from slain PC humans.
 
====Magical Beast====
 
+1 additional AB and damage VS beasts.
 
+1 VS Spells (if not dwarf).
 
+3 Lore and +2 Spellcraft.
 
====Monstrous Humanoid====
 
5% Physical damage immunity.
 
+5% Movement speed added to wilderness speed (creating a total of 15% instead of 10%).
 
+1 Fortitude.
 
====Orc====
 
+1 additional AB and damage VS half-orcs.
 
5/- DR fire.
 
====Outsider====
 
Protection from alignment benefits against all Outsiders.
 
1/day Dismissal (7).
 
====Reptilian====
 
+1 additional AB and damage VS dragons.
 
Use Poison feat.
 
+4 VS poison.
 
+4 VS traps.
 
Retrieve a flesh trophy from slain PC kobolds.
 
====Shapechanger====
 
Immunity: Disease.
 
Drawn blood has a chance of revealing lycanthropic nature of other PCs, both natural and infected.
 
+2 spot and listen.
 
An additional +2 spot and listen against shapechangers.
 
+2 dodge AC vs shapechangers.
 
====Undead====
 
10% negative energy immunity.
 
+2 VS death and negative energy.
 
+1 Divine damage VS undead.
 
====Vermin====
 
+4 vs poison.
 
+1 Reflex.
 
Spell Immunity: Web.
 
+2 Listen, +2 Spot, +1 AB, +1 AC, while within the Sewers and oozed Lower.
 
====Note on Favored Enemy Changes====
 
Access these simply by choosing the matching Favored Enemy feat.
 
Multiclassing is possible, PRCs, etc., so long as you have six ranger levels. Otherwise you will only benefit from the +1 AB/3 levels, and default ranger bonuses.
 
Additional changes are likely in the future, though please refrain from making knee jerk, fussy suggestions.
 
Any ambiguity should be found out in game.
----
==Natural Swiftness==  
Rangers gain 10% movement speed increase if the character has 2 Ranger levels and is in a wilderness (caves) area.  This is disabled in heavy armor.
Rangers gain 10% movement speed increase if the character has 2 Ranger levels and is in a wilderness (caves) area.  This is disabled in heavy armor.


==Natural Senses=
=Natural Senses=
Rangers gain +4 bonus to Spot, Search and Listen in wilderness areas if they have at least 5 Ranger levels.
Rangers gain +4 bonus to Spot, Search and Listen in wilderness areas if they have at least 5 Ranger levels.


==Resting=
=Resting=  
Unlike most other classes in EFU Rangers do not require a campfire to rest in the wilderness.  A bedroll is still required, however.
Unlike most other classes in EFU Rangers do not require a campfire to rest in the wilderness.  A bedroll is still required, however.


==Tracking==
=Tracking=
Rangers are able to track NPCs (not PCs) in the same area as themselves if they have at least 2 Ranger levels.
Rangers are able to track NPCs (not PCs) in the same area as themselves if they have at least 2 Ranger levels.


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Tracking is easiest in outdoor natural environments. Attempting to track in an indoors environment, or in an artificial environment, will incur a small penalty, due to the decreased number of visible cues (no rocks to displace, no lichen to trample, no mushrooms to brush aside).
Tracking is easiest in outdoor natural environments. Attempting to track in an indoors environment, or in an artificial environment, will incur a small penalty, due to the decreased number of visible cues (no rocks to displace, no lichen to trample, no mushrooms to brush aside).


What counts as "outdoor" or "artificial" in the Underdark? A mushroom grove is an outdoor natural environment. The streets of Traensyr are an outdoor artificial environment. The interior of the Sanctuary Town Hall is an artificial indoor environment.
What counts as "outdoor" or "artificial" in the City? A forest is an outdoor natural environment. The streets of the City are an outdoor artificial environment. The interior of the Open Door is an artificial indoor environment.


Certain areas also impose spot and listen modifiers, due to low amounts of light, constant echoing, or other environmental factors. These modifiers will factor into tracking by changing the effective spot and listen skills of the tracker.
Certain areas also impose spot and listen modifiers, due to low amounts of light, constant echoing, or other environmental factors. These modifiers will factor into tracking by changing the effective spot and listen skills of the tracker.
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You can do the same trick to filter out creatures by size category, or by name, using "/c track -size" and "/c track -name". Filters can also be combined, so to get only results about medium-sized goblinoids, you can do "/c track -size medium -race goblinoid".
You can do the same trick to filter out creatures by size category, or by name, using "/c track -size" and "/c track -name". Filters can also be combined, so to get only results about medium-sized goblinoids, you can do "/c track -size medium -race goblinoid".
[[Category:Character Classes]]
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